fixed camera GUI options
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@ -1,29 +1,21 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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using System;
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using UnityEngine.SceneManagement;
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public class main : MonoBehaviour
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{
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//ground
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float m_groundWidth = 10.0f;
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float m_groundHeight = 10.0f;
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Shader m_groundShader;
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Texture m_groundTexture;
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Color m_groundColor;
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//camera GUI
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float m_FieldOfView = 60.0f;
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float m_camPosX = 0.0f;
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float m_camPosY = 10.0f;
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float m_camPosZ = 20.0f;
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float m_camPosY = 0.0f;
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float m_camPosZ = 0.0f;
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float m_camLookAtX = 0.0f;
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float m_camLookAtY = 0.0f;
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float m_camLookAtZ = 0.0f;
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float newCameraPosX = 0.0f;
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float newCameraPosY = 0.0f;
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float newCameraPosZ = 0.0f;
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float camera_rotation = 1.1f;
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float camera_r = 20f;
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@ -32,7 +24,6 @@ public class main : MonoBehaviour
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//components
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GameObject mainCamera;
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GameObject directionalLight;
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GameObject ground;
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int numOfTrees;
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int numOfRows;
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@ -49,7 +40,7 @@ public class main : MonoBehaviour
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float treesZSlider = 0.0f;
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float treesXSlider = 0.0f;
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float lightIntensity = 4.0f;
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float lightIntensity = 2.0f;
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GameObject selectRandomTree()
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{
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var list = new List<GameObject> { tree1, tree2, tree3, tree4, tree5, tree6 };
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@ -81,7 +72,6 @@ public class main : MonoBehaviour
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directionalLight.transform.position = new Vector3(10, 10.0f, 10.0f);
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directionalLight.transform.Rotate(lightDir.x, lightDir.y, lightDir.z, Space.Self);
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//---------------------------------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------------------------------
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// create prefabs
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@ -112,82 +102,16 @@ public class main : MonoBehaviour
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}
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//---------------------------------------------------------------------------------------------------------------------
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//ground
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/*
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m_groundColor = new Color(1.0f, 0.4f, 0.6f, 1.0f);
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m_groundShader = Shader.Find("Standard");
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ground = new GameObject("Ground");
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MeshRenderer groundMeshRenderer = ground.AddComponent<MeshRenderer>();
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groundMeshRenderer.material = new Material(m_groundShader);
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groundMeshRenderer.material.color = m_groundColor;
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MeshFilter groundMeshFilter = ground.AddComponent<MeshFilter>();
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Mesh groundMesh = new Mesh();
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//dane wierzcho³ków
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Vector3[] vertices = new Vector3[4]
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{
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new Vector3(-m_groundWidth/2.0f, -1.0f,-m_groundHeight/2.0f ),
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new Vector3(m_groundWidth/2.0f, -1.0f, -m_groundHeight/2.0f),
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new Vector3(m_groundWidth/2.0f,-1.0f, m_groundHeight/2.0f),
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new Vector3(-m_groundWidth/2.0f, -1.0f, m_groundHeight/2.0f),
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};
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//bufor wierzcho³ków dla groundMesh
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groundMesh.vertices = vertices;
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//dane indeksów dla groundMesh
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int[] indices = new int[6]
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{
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0, 3, 2,
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0, 2, 1
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};
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//bufor indeksów
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groundMesh.triangles = indices;
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//dane normalnych dla groundMesh
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Vector3[] normals = new Vector3[4]
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{
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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};
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//bufor normalnych dla groundMesh
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groundMesh.normals = normals;
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//dane wspó³rzêdnych tekstury dla groundMesh
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Vector2[] uv = new Vector2[4]
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{
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new Vector2(0, 0),
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new Vector2(1, 0),
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new Vector2(0, 1),
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new Vector2(1, 1)
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};
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//bufor wspó³rzêdnych tekstury dla groundMesh
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groundMesh.uv = uv;
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//mesh dla GameObject "Ground"
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groundMeshFilter.mesh = groundMesh;
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**/
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}
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void Update()
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{
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mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
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// mainCamera.GetComponent<Camera>().transform.position = new Vector3(m_camPosX,m_camPosY,m_camPosZ);
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mainCamera.GetComponent<Camera>().transform.position = new Vector3(camera_r * Mathf.Cos(camera_rotation) + 500f, 10f, camera_r * Mathf.Sin(camera_rotation) + 500f);
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mainCamera.GetComponent<Camera>().transform.LookAt(new Vector3(500f, 1f, 500f));
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newCameraPosX = camera_r * Mathf.Cos(camera_rotation) + 500f + m_camPosX;
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newCameraPosY = 10f + m_camPosY;
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newCameraPosZ = camera_r * Mathf.Sin(camera_rotation) + 500f + m_camPosZ;
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mainCamera.GetComponent<Camera>().transform.position = new Vector3(newCameraPosX, newCameraPosY, newCameraPosZ);
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mainCamera.GetComponent<Camera>().transform.LookAt(new Vector3(500f + m_camLookAtX, 1f + m_camLookAtY, 500f + m_camLookAtZ));
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camera_rotation += 0.001f;
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int index = 0;
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@ -211,22 +135,22 @@ public class main : MonoBehaviour
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m_FieldOfView = GUI.HorizontalSlider(new Rect(70, 20, 150, 20), m_FieldOfView, 20.0f, 150.0f);
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GUI.Label(new Rect(10, 45, 60, 20), "camPosX");
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m_camPosX = GUI.HorizontalSlider(new Rect(70, 45, 150, 20), m_camPosX, -30.0f, 30.0f);
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m_camPosX = GUI.HorizontalSlider(new Rect(70, 45, 150, 20), m_camPosX, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 70, 60, 20), "camPosY");
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m_camPosY = GUI.HorizontalSlider(new Rect(70, 70, 150, 20), m_camPosY, -30.0f, 30.0f);
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m_camPosY = GUI.HorizontalSlider(new Rect(70, 70, 150, 20), m_camPosY, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 95, 60, 20), "camPosZ");
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m_camPosZ = GUI.HorizontalSlider(new Rect(70, 95, 150, 20), m_camPosZ, -30.0f, 30.0f);
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m_camPosZ = GUI.HorizontalSlider(new Rect(70, 95, 150, 20), m_camPosZ, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 120, 60, 20), "LookAtX");
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m_camLookAtX = GUI.HorizontalSlider(new Rect(70, 120, 150, 20), m_camLookAtX, -30.0f, 30.0f);
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m_camLookAtX = GUI.HorizontalSlider(new Rect(70, 120, 150, 20), m_camLookAtX, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 150, 60, 20), "LookAtY");
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m_camLookAtY = GUI.HorizontalSlider(new Rect(70, 145, 150, 20), m_camLookAtY, -30.0f, 30.0f);
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m_camLookAtY = GUI.HorizontalSlider(new Rect(70, 145, 150, 20), m_camLookAtY, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 170, 60, 20), "LookAtZ");
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m_camLookAtZ = GUI.HorizontalSlider(new Rect(70, 170, 150, 20), m_camLookAtZ, -30.0f, 30.0f);
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m_camLookAtZ = GUI.HorizontalSlider(new Rect(70, 170, 150, 20), m_camLookAtZ, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 190, 60, 20), "CameraR");
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camera_r = GUI.HorizontalSlider(new Rect(70, 190, 150, 20), camera_r, -150.0f, 150.0f);
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